Game device and program including game processing after reproducing historical performance

ABSTRACT

A game system enables continuation of a game after the game is ceased. The game system starts to reproduce a game screen of the state before the game is ceased and to start to continue the game after the screen results in a game ceased state.

TECHNICAL FIELD

This invention relates to a game device, particularly a game device forperforming image processing, in a virtual 3 dimensional space, of asituation that an object such as an automobile is moved by responding tothe operation of the game by a player.

BACKGROUND ART

In keeping with the development of computer graphics technology,simulated devices and game devices are broadly supplied to the publicwithout the distinction of business or domestic use. As a genre of thesedevices, there is a popular driving (race car) game for competing overtime and number of rotations by moving an automobile as an object on acourse set in a virtual 3 dimensional space (game space).

A simulated device or a game device conducting this game (“game device”)usually comprises a device body including a computer device forimplementing a game program which is stored beforehand, a controllingtool (“controller”) for providing the computer device with a controllingsignal which directs the movement of an object expressed in the game, adisplay for displaying images in accordance with the development of thegame which is developed by implementing the game program in the computerdevice, and a sound device for generating sound in accordance with thedevelopment of the game.

In this game device, an automobile (object) etc. which assumes theplayer as the driver is displayed on the display. The player operatesthe controller and provides the computer device with the informationabout the runway and running speed etc. The computer device conductsreal-time calculations of the behavior of the automobile in accordancewith the information, calculates the image data of the running state,and displays the image data on the display.

The image displayed on the display depicts not only the automobile ofthe player but also road sign etc. along with background scenery. Theplayer reads the running state from the contents of the road signsindicating curves etc. and from the moving conditions of the surroundingview, and controls acceleration and deceleration through the controllers(accelerating pedal, lever, shift lever, etc.).

For example, in the simulated device, the more precise the controllingof the controller is, the more the travelling distance can be expanded.Furthermore, in the simulated device, insertion of a coil of 1 unitenables the operation of a predetermined time, and the more the drivingtechnique progresses, the more the travelling distance and potentialtravelling hours can be expanded. However, if the driving technique isinexperienced, the travelling distance can not be expanded.

In any case, when the predetermined time has passed, the game screenceases and operation by the controller can not be continued thereafter.Here, what is called a continuation screen is simultaneously displayed.This continuation screen has a count down method and if the count downstarts from 10 seconds for example, it is possible to continue the gamefrom the time when the game ended, by newly inserting a coin before the10 seconds pass.

In short, it is possible to continue the game from the ending or pausingpoint of the game, without resuming the game from the original startingpoint of the beginning of the game. This continuing method has beenconventionally and broadly implemented. If this method is used, it ispossible to continue the game from the halfway point of the game,without returning to the original situation at the beginning of thegame, even if the game has once ended or paused.

However, because the continuity of the game is once cut off when thegame is ended or paused, if the game is suddenly resumed from thehalfway point, the player can not fully cope with the flow speed of thegame and loses the flow of the driving operation, and fails to managethe driving operation well. The interest of the game might be lost in agame device, such as a vehicle driving game or fighting game, whichgives fast movements to a character, such as a vehicle or a person, inthe game.

The object of this invention is to provide new continuation technologyfor game performance processings which can solve this problem.

DISCLOSURE OF THE INVENTION

In order to achieve this object, this invention is characterized in thatit is a game device which comprises a processing means for performing agame which progresses in chronological order, based on an amount of theoperation of a player from an operating means, a ceasing means forceasing a performance state of the game, and a continuing means forcontinuing the game from the ceasing point of the game after reproducingthe historical state of the performance of the game before the game wasceased.

According to the invention, the player can recognize the process whichresults in ceasing the game because the game screen before the ceasedstate of the game is reproduced. After this recognition, the game isresumed and continued from the ceased state of the game, therefore, theplayer consequently can manage well the operation of the game for thegame processing after the game ceased.

Furthermore, in this invention, the player can better manage the gameprocessing after the continuation of the game because, in the process ofreproducing the game screen, the player operates the operating terminaland the inputs become effective to the game processing means gradually.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of the game device according to an embodimentof the present invention.

FIG. 2 is a characteristic diagram indicating a basic structure of acontrolling manner to continue the game processing.

FIG. 3 is a diagram indicating the relationship between the amount ofthe operation of the game by the player and the game processing, duringthe reproduction period of the game sate history.

FIG. 4 is an altered example of the diagram in FIG. 3.

FIG. 5 is a basic structure of a continuation system of the gameaccording to other embodiments of the present invention.

BEST MODE FOR CARRYING OUT THE INVENTION

The embodiment according to the present invention is hereinafterexplained based on the attached diagrams.

The game device implemented in this embodiment provides a driving gamefor competing over lap time of a course (running line).

FIG. 1 shows an electrical schematic block diagram representation ofthis game device. The game device includes game processing board 10 asshown in the diagram. The devices such as operating device 11, display12, speaker 13, and externally extending connector 14, are electricallyconnected to game processing board 10. The player can play the drivinggame by operating each of the devices in operating device 11 whilewatching the game screen displayed on display 12.

The game processing board 10 includes, except a counter which is notillustrated, CPU (central processing unit) 21, geometry processor 22,system memory 23, ROM for program data 24, boot memory 25, bus arbiterfor bus controller 26, rendering processor 27, graphic memory 28, videoDAC 29, audio processor 30, audio memory 31, and audio DAC 32, and partsof these elements are connected to each other by bus line 33.

The CPU 21 implements each of the means described in the claims. Thesystem memory 23 is structured such that it can memorize the historicalstate of the performance processing of the game. The historical state ofthe performance processing of the game means a processing state of thegame in a predetermined period before the game is automatically ended orby pressing the pause button.

CPU 21 is connected to geometry processor 22 and system memory 23 viabus line 33, with its first system being connected to ROM for programdata 24 and boot ROM 25 via bus arbiter 26 and bus line 33, its secondsystem being connected to operating device 11 by way of I/F 34, itsthird system being connected to externally extending connector 14, itsthird system being connected to audio processor 30, its fourth systembeing connected to rendering processor 27, respectively. Moreover,rendering processor 27 is connected to graphic memory 28 and video DAC29. Audio processor 30 is connected to audio memory 31 and audio DAC32.

A predetermined program and an image processing program are stored insystem memory 23 beforehand. A program for system start up is stored inboot ROM 25 beforehand.

CPU 21 reads the system activating program stored in boot ROM 25 andactivates the system, and then, performs the processings relating eachkind of calculations and controls based on the program stored in systemmemory 23. The processings includes selecting a preferable driving modefrom a plurality of driving modes which were set beforehand, theprocessing which is peculiar to each driving mode, behavior calculation(simulation) processing of a car, and calculation processing of specialeffects.

The calculation processing is to simulate the movement of the car in avirtual 3 dimensional space (game space). In order to perform this, thecoordinate value of a polygon of the car in the virtual 3 dimensionalspace is decided, and after this, a conversion matrix and a form data(polygon data) for converting the coordinate value to a 2 dimensionalsight coordinate system are designated to geometry processor 23.Furthermore, the polygon data means the coordinate data constellation ofrelative or absolute coordinates of each vertex of the polygon (apolygon: mainly a triangle, quadrangle) which is constituted of aplurality of vertexes.

In ROM for program data 24 (storage medium), the form data consisting ofa plurality of polygons (3 dimensional data of a character, land form,and background etc. that are constituted of each vertex) is storedbeforehand. This form data is delivered to geometry processor 22.Geometry processor 22 performs perspective conversion of a designatedform data on the conversion matrix which is sent from CPU 21, andobtains the form data which is converted from the coordinate in the 3dimensional virtual space to a sight coordinate system. This form datais sent to rendering processor 27.

Rendering processor 27 reads texture data from graphic memory 28, pastesthe texture on the form data of the converted sight coordinate system,and outputs it to the frame buffer in the video DAC 29. The polygonscreen (simulation result) of the car and the configuration of theground (background) etc. and the scroll screen of the letter informationetc. that are temporarily stored in the frame buffer are synthesized inaccordance with a designated priority and the final frame image data isgenerated at certain intervals. This frame image data is given D/Aconversion, sent to display 12, and displayed in real-time as a gamescreen.

Audio processor 30 generates sound data based on a direction from CPU 21and outputs the data to speaker 13 via audio DAC 32. Because of this,the sound data is amplified in power and output from speaker 13 as asound.

Moreover, operating device 11 is equipped with driving mode selectionswitch 11 a, control wheel (steering) 11 b, accelerator pedal 11 c,brake pedal 11 d, shift lever 11 e, and view change switch 11 f, etc.which the player operates. By operating these, the player can provideCPU 21 via I/F 34 with the driving information such as the driving modeselection information, steering angle information, accelerationinformation, deceleration information, speed change gear shift positioninformation, and the information of the view point of the camera locatedin the virtual 3 dimensional space, while watching the display screen ofdisplay 12.

Preparation for the operation of the game is completed by the abovestructure and when the player sits in a predetermined position (theposition where the display 12 is in front) and disposes his/her handsand feet in each of the devices of the operating device 11.

When the game starts, the player operates the car displayed on thescreen while watching the images displayed on display 12. The images areset in a 3 dimensional virtual space and it is possible to operate eachof the operating terminals (control wheel, gear, accelerator, brake)based on the changing images when there are straight and curved lines,upward or downward slopes, and obstacles. In addition to calculating thebehaviors of the car from the amount of the operation of theseterminals, the game processing board arranges the car on a running road.A virtual camera is disposed near the car (obliquely behind the car, orat the driver's eyes inside the car), and the images from the virtualcamera are produced and displayed on the screen.

After the player starts driving and a predetermined time passes, thegame processing board performs the controlling processing for ending thegame (game over) as a manner of ceasing the game. At the point the gameis over, the images on the screen of the game cease. When the game isover, a continuation display is provided. The continuation display has aclock display which counts down the seconds from 10 to 0 on the screen.If the player inserts a coin during the count down, it is possible tocontinue the game processing from the ceased state of the game, withoutending the game completely and returning to the original starting point.

In this control processing to continue the game processing, asdescribed, the conventional game device resumes the game processing fromthe screen in the ceased state at the point the game is over. On thecontrary, the game device described in this embodiment continues/resumesthe game processing from the state at the time the game is over afterreproducing the past game state which caused the game to be over.

FIG. 2 is a basic structural diagram of the continuation controlprocessing of this game. In FIG. 2, the game proceeds in the directionof time axis of the arrow. A game ceasing point means the time and placethe game is over. A game resuming point means the past time and place ofthe game which lead to the game ceasing point. The successive gameprocessing data from the game ceasing point to the game resuming pointis stored in the described system memory. The game processing statebetween both points corresponds to the historical state of theperformance of the game which is the history of the progression of thegame.

The historical state of the performance of the game, for example,corresponds to a series of data of the game processing of apredetermined time (some seconds) and distance. As such data, there isthe screen data itself which indicates the game processing state of thepast, or the calculation values of the player's operation data or of thecoordinates etc. of the objects which were calculated based on theoperation data. In the latter case, the game processing boardrecalculates and reproduces the game screen from the game resuming pointto the game ceasing point based on this calculation value.

The controlling manners to continue the game processing in FIG. 2 are asfollows. A manner to jump back to the game resuming point from the gameceasing point and reproduce the historical state of the performance ofthe game from the game resuming point. A manner to inversely play thehistorical state of the performance of the game from the game ceasingpoint to the game resuming point and then reproduce this historicalstate of the performance of the game.

The reproducing amount of the historical state of the performance of thegame is as follows. The performance history reproducing amount of thegame, in short, an interval from the game ceasing point to the gameresuming point can be fixed or changeable. In the former case, theinterval is a predetermined time, for example, several seconds, or, apredetermined distance number, for example, 50-100 m. In one example ofthe latter case, the game performance history reproducing amount ischanged according to the characteristic value of the game. One exampleof such value is the processing speed of the game such as the speed of avirtual car at the game ceasing point. For example, when the speed ofthe car is high, the reproducing amount is large. Moreover, the gameboard can change the reproducing amount depending on the amount of timewhich has passed between the pause or ceasing of the game and theresumption of the game. Furthermore, if the player or the keeper of thegame device sets the command input for optionally setting thereproducing amount in a predetermined storage area of the game board, itmeans, for example, that the game processing board controls to inverselyplay the screen during all the time the player continues to push apredetermined operation button at the time of inverse playing.

And yet, the reproducing, not of the game performance history itselffrom the game resuming point to the game ceasing point (game continuingpoint), but of the alteration of the history can be allowed as anembodiment of the present invention. As a manner of such reproducing,the producing manner in the event that the player operated ideally canbe used. For example, when the game is over right after the car had acollision (crash), even if the game continues (continue), it is likelythat there will be another crash because the operation is proceededafter the reproducing is performed from the game resumption to thecrash, therefore, the game performance history may be altered andreproduced in a manner which does not include or is not liable to causea crash, moreover, as described hereinafter, a reproducing manner whichescapes from resulting in a game situation that the player does notdesired at the game ceasing point is possible by making the operationinput by the player effective from the game resuming point.

Furthermore, while reproducing the historical state of the performanceof the game, it is possible to feed back the control wheel operationmanner which the player has operated to the control wheel input device.As a result, during the reproducing period of the historical state ofthe performance of the game which leads to a game continuing point, theplayer can sparely feel the control wheel operation and proceed to thegame continuing state smoothly.

When the control in FIG. 2 is applied to the game device, a game screen,in which the car turns back from the game ceasing point to the gameresuming point, is displayed, and then a screen, in which the caradvances from the game resuming point to the game ceasing point, isdisplayed. Continuation of the game processing becomes effective fromthe point when the car reaches the game ceasing point. In this sense,the game ceasing point coincides with the game continuing point.Provided however, the game continuing point where the continuation ofthe game processing is started does not have to coincide with the gameceasing point. For example, the game continuing point can be slightlybefore the game ceasing point.

Next explained is the relationship between the continuation of the gameand the operation when the player operates the input means such as acontrol wheel and brake. In FIG. 3, the effect degree means the degreein which the amount of the operation reflects the game processing, andif the effect degree is 1, it means that almost all of the amount of theoperation reflects the game processing. In the usual game performanceprocessing period, the effect degree is 1. When the effect degree is 0,it means that the amount of the operation does not influence the gameprocessing at all. The effect degree becomes 1 from the game continuingpoint and it becomes 0 from the game resuming point to the gamecontinuing point. In short, even if the player operates the inputterminals from the game resuming point to the game continuing point, theplayer can not control the car at all.

FIG. 4 is an altered example of FIG. 3. It indicates the situation wherethe described effect degree changes gradually from 0 to 1 from the gameresuming point to the game continuing point. In FIG. 4, “a” indicates acase when the change rate of the effect degree is high at the gameresuming point, and “c” indicates a case when the change rate of theeffect degree is high at the game continuing point. Further, “b”indicates that the rate of change is constant from the game resumingpoint to the game continuing point. In the case of the embodiment shownin FIG. 4, the memory stores the behavior calculation value of the caretc. from the game resuming point to the game ceasing point, and becauseof this, the game device adds the operation value of the playergradually to the storage value, conducts the behavior calculations, andcontinues the game from the game continuing point while reproducing theimages of the calculation result. The game data after the gamecontinuing point is the player's score value in the game. The player canmake the situation after the game continuing point more favorable thanthe situation at the game ceasing point by taking advantage of the inputmeans in the time from the game resuming point to the game continuingpoint.

When the effect degree (f) is from 0 to 1, the game processing boardmultiples the value of this f with the amount of the operation of theplayer and delivers it to the game processing means, and the gameprocessing means performs a predetermined calculation processingregulated by the game program, by using the input values after theamendment.

In the embodiments in FIG. 3 and FIG. 4, the following control operationcan be implemented additionally. In the game ceasing state, there aretimes when the amount of the operation of the input means finish in acertain situation. For example, it is a case the game becomes over whilethe car is driving on a curved section of the halfway of the course. Inthis case, from the game resuming point to the game continuing point,the game processing board controls the control wheel from the neutralposition of the operating angle of the control wheel to the operatingangle at the point the game is over. Furthermore, the described systemmemory is equipped with a specific memory area for renewing and storingthe game state, which is within a predetermined time, in order duringthe game performance period.

Another embodiment is explained next. In this embodiment, when the gameis temporarily ceased by pressing the pause button, the game processingboard performs a control operation to continue the game, which is to beexplained hereinafter. Moreover, in the game device having a pausefunction, the game is continued from the pausing state by operating thepause button again. Conventionally, the game is continued immediatelyfrom the pausing state, however, in the game device according to thisembodiment, the control operations in FIG. 2 to FIG. 4 can beimplemented.

The different point of this embodiment from the described embodiments isthe following point. During the time from the game resuming point to thegame continuing point, the game processing board provides a displayindicating such meaning as “automatic reproducing” for example. The gamedevice has a means which allows the choice of whether to continue thegame from the game ceasing point or to continue the game processingafter reproducing the described historical state of the performance ofthe game. The game processing board displays on the displaying means thetime required from the game resuming point to the game continuing point,or it displays on the displaying means the time required from the gameresuming point to the game continuing point in a count down method.Furthermore, the storing method of the game situation is as follows.

FIG. 5 is a schematic representation explaining this storing method. Thesystem memory is equipped with a memory part for storing the 2historical states of the performance of the game of the area 1 and area2. This memory system corresponding to a case when the time from thegame resuming point to the game continuing point is 3 seconds, in short,a case when the automatic reproducing time is 3 seconds.

Both of area 1 and area 2 are structured such that they can renew andstore, for every 6 seconds, all the game processing data in such period.The timing of each storing area to starting storing is shifted by 3seconds. At the point of pushing down the pause button, the gameprocessing board reads the data of the area which stores for more then 3seconds. The data which was read is the data of more than 3 seconds andthe automatic reproducing is performed in either method describedhereinafter.

A method to automatically reproduce all the stored data of more than 3seconds and to implement a count down display from 3 seconds before thegame continuing point to the game continuing point can be practiced. Amethod to reproduce, during the pause, at high-speed the stored part ofmore than 3 seconds which was stored, cease the screen at the point 3seconds before the game continuing point, and, after the pause iscancelled, perform reproducing from 3 seconds before the game continuingpoint as well as implement the count down display, can be practiced.

By providing area 1 and area 2, the game device has an effect such thatthe game situation of more than a predetermined time is successivelystored as history no matter at which point the game processing isceased.

Furthermore, this embodiment gives the example of a driving game andexplains it, however, if a game is in a form where a character rapidlymoves, such as a fighting game, it is particularly preferable to applythe present invention. The player has to correspond to rapid movementsof characters when the game is continued after it was ceased.

And yet, there is a conventional starting method of a game called arolling start. The rolling start is to start a race while running a carbeforehand. During the running period of the car before the start, theinput operation of a player is not effective to the game processingboard. When comparing this rolling start game with the game controlaccording to the present invention, they are similar in a respect thatthe car is running until it reaches the game continuing point, however,the present game control is different from the game processing for therolling start in the respect that the operation of the player is 100% orto some extent effective to movement of the car before it reaches thegame continuing point.

Different from the continuation or pause, the game resuming point in therolling start is always the same, and the rolling start does not need tomake the operation of the player effective when reproducing the gamebecause the place which does not often require the operation is usuallychosen as a position to switch the operation to the player.

Possibility of industrial use

According to the present invention, because it is possible to continue agame while reproducing the past game situation, the player can conductthe game processing smoothly from the ceasing point of the game.

What is claimed is:
 1. A game device, comprising: a processing means forperforming a game which progresses, in chronological order, based on anoperation of an operating means by a player; a ceasing means fortemporarily ceasing a performance state of the game at a cease point;and a continuing means for, when continuing the game after the game isceased, continuing a game processing after reproducing a historicalstate of the performance of the game from a resume point to the ceasepoint and enabling operation by the player from the cease point; whereinsaid continuing means starts to continue the processing of the game fromthe game cease point; wherein said continuing means is structured togradually make an operation input from the player to said processingmeans effective in the reproducing period of said historical state ofthe performance of the game.
 2. A game device according to claim 1wherein said continuing means is structured to make said operation inputcompletely effective after said historical state of the performance ofthe game results in said game cease point.
 3. A game device according toone of claims 1 or 2, wherein said continuing means is structured tocontrol an input terminal of an input means so that the input terminalin said input means receives an amount of the operation at the gamecease point, after said game historical state of the performance of thegame results in said game cease point.
 4. A game device for driving avehicle, a comprising: a driving operation terminal for a player tooperate the vehicle; a game processing means to perform a vehicledriving game according to an amount of operation of the drivingoperation terminal; a game ceasing means for performing processing toend the game; and a continuing means for reproducing, when continuingthe game after the game has ended, a vehicle game processing screen froma point before the game ends to a point where the game ends, on adisplaying means, and for, in the course of this reproducing, making theoperation by the player of said operation terminal become graduallyeffective until reaching the point where the game ends.